//> gl_InvocationID: int {2}
//> gl_PrimitiveID: int {0}
no source

//> (out): bool {false}
//  gl_InvocationID: int {2}
15. if ( I == 0 ) {

//> (out): float4 {2.000000, -1.000000, 0.020000, 1.000000}
//  gl_InvocationID: int {2}
21. gl_out[I].gl_Position = gl_in[I].gl_Position;

//> (out): float {5.000000}
//  gl_InvocationID: int {2}
22. out_Level[I] = in_Level[I];

//---------------------------

